I agree with rational lemming.orDwarves get really rich so a good deterrent for that vampire could be giving the engineer a brace of dueling pistols, eagle eyes, pistolier and superior gun powder. This would give him a good range and to hit and powerful damage with 2 Strength 5's .Trick Shooter is good early on but once you get ballistics skill 6 it can be redundant. Skills like thick skull can wait till later on in the campaign.

Maybe hold on map searches until you have a brace of dueling pistols (I would rate dueling pistols over a blunderbuss)? I generally have my engineer hold back until he has a brace of DPs, and then he runs with the rest of the gang. I tend to give my engineers Pistolier and Eagle Eyes to make the pistols even more effective.

Yes, they did answer the eagle eyes/blunderbuss question the sensible way - the skill does not affect the range.

I think you would have to search for the dueling pistols separately. On the plus side, in terms of the limitation on the number of ranged weapons you can carry (2), a brace of pistols or a brace of DPs counts as one weapon against your limit.

Thanks you three. So I'm looking at an unmodified blunderbuss, but 12" dueling pistols, without needing a skill.

That helps my desicion; since I'm planning on eventually having the Engineer swagger about with pistols and a blunderbuss I'll skip the Eagle Eye. Nimble won't help any later on, but Trick Shot would be useful with the pistols and blunderbuss, and will also be useful with the crossbow now. So Trick Shot it is. I'll get Hunter or Pistolier when I get the gear.

Trick Shooter won't help with the blunderbuss. The skill negates the -1 penalty for cover on the roll to see if you hit your target. With the blunderbuss, if a model is in the area of effect it is automatically hit, partial cover or not.

Yeah, but it will help with pistols and crossbows. Since he'll be in transition for a while Trick Shot is the surest best.

I cannot wait until I get a sixth hero. I'll be rolling so many exploration dice and finding so much treasure. And I can stop pampering my henchmen and start using them like the meatsheilds they were born to be.

I'm excited for all of my heroes except the engineer. My slayers each have Monster Slayer, my boss has two wounds, and my talented lad is just a wrecking ball. I've had really good luck with rolling new skills, so folks are kitted out with Resource Hunter and such but almost no one has extra S or attacks.

I had some bad luck with promotion today, but it was a fun game. I also happened upon the Dwarf Treasure Hunters warband box and a game store. It was $35 so I bought it. Now I have some sweet models to act as new recruits.

Well, as my wife likes to put it, at least the dwarves who received +1 Initiative are inoculated against hitting that one again (I think the bump takes them to racial max, anyway). And now they're quicker than zombies, right?

50% whoohoo! The clansmen that have initiative 3 can be given ithmiril hammers, and the thunderers can climb to high perches, so it actually isn't so bad. We are trying to heavily use 3D terrain to increase the usefulness of initiative, so that helps.

I've been thinking about the weapon that my three-attacks dwarf should have. If I give him Weapons Training, is there any better combo than a morning star and a shield?

We are playing with a house rule that shields give +2 to armor instead of 1, and that off-hand weapons are -1 to hit. I think that with that many attacks, buffing the strength pays off three times as much. Are there any drawbacks besides the fact that it only works in the first turn of combat?

I've been thinking about the weapon that my three-attacks dwarf should have. If I give him Weapons Training, is there any better combo than a morning star and a shield?

We are playing with a house rule that shields give +2 to armor instead of 1, and that off-hand weapons are -1 to hit. I think that with that many attacks, buffing the strength pays off three times as much. Are there any drawbacks besides the fact that it only works in the first turn of combat?

If it is a Thunderer Hero, by all means go for it. If it's a Clansman, I'd save the increase and just give him a Double-handed Weapon.

Also, I'd suggest Strike to Injure with him, as you don't want to stay in combat for too long.

I've been thinking about the weapon that my three-attacks dwarf should have. If I give him Weapons Training, is there any better combo than a morning star and a shield?

We are playing with a house rule that shields give +2 to armor instead of 1, and that off-hand weapons are -1 to hit. I think that with that many attacks, buffing the strength pays off three times as much. Are there any drawbacks besides the fact that it only works in the first turn of combat?

2 ithilmar Swords and expert swordsman is good,Weapons Training with Rapier and shield.or Buy a new dwarf with 2 gromril dwarven axes then swap weapons and give the warrior with 3 attacks the axes and master of blades

You would have to search for the gromril axes, I am pretty sure. I think you can buy that sort of rare stuff off of a warband's list only when you first create the warband (supposedly because in the band's homeland the rare items are more common than around Mordheim). Off hand I don't remember where this explanation comes from, but I read it somewhere. Hopefully someone with a better memory will be by shortly.

You would have to search for the gromril axes, I am pretty sure. I think you can buy that sort of rare stuff off of a warband's list only when you first create the warband (supposedly because in the band's homeland the rare items are more common than around Mordheim). Off hand I don't remember where this explanation comes from, but I read it somewhere. Hopefully someone with a better memory will be by shortly.

You would have to search for the gromril axes, I am pretty sure. I think you can buy that sort of rare stuff off of a warband's list only when you first create the warband (supposedly because in the band's homeland the rare items are more common than around Mordheim). Off hand I don't remember where this explanation comes from, but I read it somewhere. Hopefully someone with a better memory will be by shortly.

While I can't quote the specific rule, I'm sure that's correct

Well, it's pretty easy to find, as it is in their specific rules

Dwarf Treasure Hunters Warband wrote:

* Any weapon a Dwarf may normally purchase may be bought as a Gromril weapon instead. This multiplies the cost of the weapon by 3. For rules on Gromril weapons see the Mordheim rulebook. Note that this price is only for a starting warband, as it represents the Dwarfs outfitting themselves at their own stronghold. Later purchases of Gromril weapons are done using the price chart in the Mordheim rules.